// Copyright 2021 Guoyoko. All Rights Reserved.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CustomizeFlowEmptyActor.generated.h"


UCLASS(notplaceable, meta = (ChildCanTick, KismetHideOverrides = "ReceiveAnyDamage,ReceivePointDamage,ReceiveRadialDamage,ReceiveActorBeginOverlap,ReceiveActorEndOverlap,ReceiveHit,ReceiveDestroyed,ReceiveActorBeginCursorOver,ReceiveActorEndCursorOver,ReceiveActorOnClicked,ReceiveActorOnReleased,ReceiveActorOnInputTouchBegin,ReceiveActorOnInputTouchEnd,ReceiveActorOnInputTouchEnter,ReceiveActorOnInputTouchLeave"), HideCategories = (Collision, Rendering, "Utilities|Transformation"))
class CUSTOMIZEFLOWRUNTIME_API ACusFEmptyActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ACusFEmptyActor();
	
	class UCustomizeFlowAsset* GetCustomizeFlowAssetObj();
	void SetCustomizeFlowAssetObj(UCustomizeFlowAsset* InAssetObj);

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	/** Called whenever this actor is being removed from a level */
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason);

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

private:

	UPROPERTY()
	class UCustomizeFlowAsset* CustomizeFlowAsset;

};
